//
//  LottieView.swift
//  lottie-swift
//
//  Created by Brandon Withrow on 1/23/19.
//

import Foundation
import QuartzCore

/// Describes the behavior of an AnimationView when the app is moved to the background.
public enum LottieBackgroundBehavior {
  /// Stop the animation and reset it to the beginning of its current play time. The completion block is called.
  case stop
  /// Pause the animation in its current state. The completion block is called.
  case pause
  /// Pause the animation and restart it when the application moves to the foreground. The completion block is stored and called when the animation completes.
  case pauseAndRestore
}

/// Defines animation loop behavior
public enum LottieLoopMode {
  /// Animation is played once then stops.
  case playOnce
  /// Animation will loop from end to beginning until stopped.
  case loop
  /// Animation will play forward, then backwards and loop until stopped.
  case autoReverse
}

@IBDesignable
final public class AnimationView: LottieView {
  
  // MARK: - Public Properties
  
  /**
   Sets the animation backing the animation view. Setting this will clear the
   view's contents, completion blocks and current state. The new animation will
   be loaded up and set to the beginning of its timeline.
   */
  public var animation: Animation? {
    didSet {
      makeAnimationLayer()
    }
  }
  
  /// Set animation name from Interface Builder
  @IBInspectable var animationName: String? {
    didSet {
      if let name = animationName {
        self.animation = Animation.named(name, animationCache: nil)
      }
    }
  }
  
  /**
   Describes the behavior of an AnimationView when the app is moved to the background.
   
   The default is `pause` which pauses the animation when the application moves to
   the background. The completion block is called with `false` for completed.
   */
  public var backgroundBehavior: LottieBackgroundBehavior = .pause
  
  /**
   Sets the image provider for the animation view. An image provider provides the
   animation with its required image data.
   
   Setting this will cause the animation to reload its image contents.
   */
  public var imageProvider: AnimationImageProvider {
    didSet {
      reloadImages()
    }
  }
  
  /// Returns `true` if the animation is currently playing.
  public var isAnimationPlaying: Bool {
    return animationLayer?.animation(forKey: activeAnimationName) != nil
  }
  
  /// Sets the loop behavior for `play` calls. Defaults to `playOnce`
  public var loopMode: LottieLoopMode = .playOnce {
    didSet {
      updateInFlightAnimation()
    }
  }
  
  /**
   When `true` the animation view will rasterize its contents when not animating.
   Rasterizing will improve performance of static animations.
   
   Note: this will not produce crisp results at resolutions above the animations natural resolution.
   
   Defaults to `false`
   */
  public var shouldRasterizeWhenIdle: Bool = false {
    didSet {
      updateRasterizationState()
    }
  }
  
  /**
   Sets the current animation time with a Progress Time
   
   Note: Setting this will stop the current animation, if any.
   Note 2: If `animation` is nil, setting this will fallback to 0
   */
  public var currentProgress: AnimationProgressTime {
    set {
      if let animation = animation {
        currentFrame = animation.frameTime(forProgress: newValue)
      } else {
        currentFrame = 0
      }
    }
    get {
      if let animation = animation {
        return animation.progressTime(forFrame: currentFrame)
      } else {
        return 0
      }
    }
  }
  
  /**
   Sets the current animation time with a time in seconds.
   
   Note: Setting this will stop the current animation, if any.
   Note 2: If `animation` is nil, setting this will fallback to 0
   */
  public var currentTime: TimeInterval {
    set {
      if let animation = animation {
        currentFrame = animation.frameTime(forTime: newValue)
      } else {
        currentFrame = 0
      }
    }
    get {
      if let animation = animation {
        return animation.time(forFrame: currentFrame)
      } else {
        return 0
      }
    }
  }
  
  /**
   Sets the current animation time with a frame in the animations framerate.
   
   Note: Setting this will stop the current animation, if any.
   */
  public var currentFrame: AnimationFrameTime {
    set {
      removeCurrentAnimation()
      updateAnimationFrame(newValue)
    }
    get {
      return animationLayer?.currentFrame ?? 0
    }
  }
  
  /// Returns the current animation frame while an animation is playing.
  public var realtimeAnimationFrame: AnimationFrameTime {
    return isAnimationPlaying ? animationLayer?.presentation()?.currentFrame ?? currentFrame : currentFrame
  }
  
  /// Returns the current animation frame while an animation is playing.
  public var realtimeAnimationProgress: AnimationProgressTime {
    if let animation = animation {
      return animation.progressTime(forFrame: realtimeAnimationFrame)
    }
    return 0
  }
  
  /// Sets the speed of the animation playback. Defaults to 1
  public var animationSpeed: CGFloat = 1 {
    didSet {
      updateInFlightAnimation()
    }
  }
  
  /**
   When `true` the animation will play back at the framerate encoded in the
   `Animation` model. When `false` the animation will play at the framerate
   of the device.
   
   Defaults to false
   */
  public var respectAnimationFrameRate: Bool = false {
    didSet {
      animationLayer?.respectAnimationFrameRate = respectAnimationFrameRate
    }
  }
  
  // MARK: - Public Functions
  
  /**
   Plays the animation from its current state to the end.
   
   - Parameter completion: An optional completion closure to be called when the animation completes playing.
   */
  public func play(completion: LottieCompletionBlock? = nil) {
    guard let animation = animation else {
      return
    }
    
    /// Build a context for the animation.
    let context = AnimationContext(playFrom: CGFloat(animation.startFrame),
                                   playTo: CGFloat(animation.endFrame),
                                   closure: completion)
    removeCurrentAnimation()
    addNewAnimationForContext(context)
  }
  
  /**
   Plays the animation from a progress (0-1) to a progress (0-1).
   
   - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress.
   - Parameter toProgress: The end progress of the animation.
   - Parameter toProgress: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used.
   - Parameter completion: An optional completion closure to be called when the animation stops.
   */
  public func play(fromProgress: AnimationProgressTime? = nil,
                   toProgress: AnimationProgressTime,
                   loopMode: LottieLoopMode? = nil,
                   completion: LottieCompletionBlock? = nil) {
    guard let animation = animation else {
      return
    }
    
    removeCurrentAnimation()
    if let loopMode = loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }
    let context = AnimationContext(playFrom: animation.frameTime(forProgress: fromProgress ?? currentProgress),
                                   playTo: animation.frameTime(forProgress: toProgress),
                                   closure: completion)
    addNewAnimationForContext(context)
  }
  
  /**
   Plays the animation from a start frame to an end frame in the animation's framerate.
   
   - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress.
   - Parameter toProgress: The end progress of the animation.
   - Parameter toProgress: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used.
   - Parameter completion: An optional completion closure to be called when the animation stops.
   */
  public func play(fromFrame: AnimationFrameTime? = nil,
                   toFrame: AnimationFrameTime,
                   loopMode: LottieLoopMode? = nil,
                   completion: LottieCompletionBlock? = nil) {
    removeCurrentAnimation()
    if let loopMode = loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }
    
    let context = AnimationContext(playFrom: fromFrame ?? currentProgress,
                                   playTo: toFrame,
                                   closure: completion)
    addNewAnimationForContext(context)
  }
  
  /**
   Plays the animation from a named marker to another marker.
   
   Markers are point in time that are encoded into the Animation data and assigned
   a name.
   
   NOTE: If markers are not found the play command will exit.
   
   - Parameter fromProgress: The start marker for the animation playback. If `nil` the
   animation will start at the current progress.
   - Parameter toProgress: The end marker for the animation playback.
   - Parameter toProgress: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used.
   - Parameter completion: An optional completion closure to be called when the animation stops.
   */
  public func play(fromMarker: String? = nil,
                   toMarker: String,
                   loopMode: LottieLoopMode? = nil,
                   completion: LottieCompletionBlock? = nil) {
    
    guard let animation = animation, let markers = animation.markerMap, let to = markers[toMarker] else {
      return
    }
    
    removeCurrentAnimation()
    if let loopMode = loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }
    
    let fromTime: CGFloat
    if let fromName = fromMarker, let from = markers[fromName] {
      fromTime = CGFloat(from.frameTime)
    } else {
      fromTime = currentFrame
    }
    
    let context = AnimationContext(playFrom: fromTime,
                                   playTo: CGFloat(to.frameTime),
                                   closure: completion)
    addNewAnimationForContext(context)
  }
  
  /**
   Stops the animation and resets the view to its start frame.
   
   The completion closure will be called with `false`
   */
  public func stop() {
    removeCurrentAnimation()
    currentFrame = 0
  }
  
  /**
   Pauses the animation in its current state.
   
   The completion closure will be called with `false`
   */
  public func pause() {
    removeCurrentAnimation()
  }
  
  /// Reloads the images supplied to the animation from the `imageProvider`
  public func reloadImages() {
    animationLayer?.reloadImages()
  }
  
  /// Forces the AnimationView to redraw its contents.
  public func forceDisplayUpdate() {
    animationLayer?.forceDisplayUpdate()
  }
  
  // MARK: - Public (Dynamic Properties)
  
  /**
   
   Sets a ValueProvider for the specified keypath. The value provider will be set
   on all properties that match the keypath.
   
   Nearly all properties of a Lottie animation can be changed at runtime using a
   combination of `Animation Keypaths` and `Value Providers`.
   Setting a ValueProvider on a keypath will cause the animation to update its
   contents and read the new Value Provider.
   
   A value provider provides a typed value on a frame by frame basis.
   
   - Parameter valueProvider: The new value provider for the properties.
   - Parameter keypath: The keypath used to search for properties.
   
   Example:
   ```
   /// A keypath that finds the color value for all `Fill 1` nodes.
   let fillKeypath = AnimationKeypath(keypath: "**.Fill 1.Color")
   /// A Color Value provider that returns a reddish color.
   let redValueProvider = ColorValueProvider(Color(r: 1, g: 0.2, b: 0.3, a: 1))
   /// Set the provider on the animationView.
   animationView.setValueProvider(redValueProvider, keypath: fillKeypath)
   ```
   */
  public func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) {
    animationLayer?.setValueProvider(valueProvider, keypath: keypath)
  }
  /**
   Reads the value of a property specified by the Keypath.
   Returns nil if no property is found.
   
   - Parameter for: The keypath used to search for the property.
   - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used.
   */
  public func getValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? {
    return animationLayer?.getValue(for: keypath, atFrame: atFrame)
  }
  
  /// Logs all child keypaths.
  public func logHierarchyKeypaths() {
    animationLayer?.logHierarchyKeypaths()
  }
  
  // MARK: - Public (Add Subview)
  
  /**
   Searches for the nearest child layer to the first Keypath and adds the subview
   to that layer. The subview will move and animate with the child layer.
   Furthermore the subview will be in the child layers coordinate space.
   
   Note: if no layer is found for the keypath, then nothing happens.
   
   - Parameter subview: The subview to add to the found animation layer.
   - Parameter keypath: The keypath used to find the animation layer.
   
   Example:
   ```
   /// A keypath that finds `Layer 1`
   let layerKeypath = AnimationKeypath(keypath: "Layer 1")
   
   /// Wrap the custom view in an `AnimationSubview`
   let subview = AnimationSubview()
   subview.addSubview(customView)
   
   /// Set the provider on the animationView.
   animationView.addSubview(subview, forLayerAt: layerKeypath)
   ```
   */
  public func addSubview(_ subview: AnimationSubview, forLayerAt keypath: AnimationKeypath) {
    guard let sublayer = animationLayer?.layer(for: keypath) else {
      return
    }
    self.setNeedsLayout()
    self.layoutIfNeeded()
    self.forceDisplayUpdate()
    addSubview(subview)
    if let subViewLayer = subview.viewLayer {
      sublayer.addSublayer(subViewLayer)
    }
  }
  
  /**
   Converts a CGRect from the AnimationView's coordinate space into the
   coordinate space of the layer found at Keypath.
   
   If no layer is found, nil is returned
   
   - Parameter rect: The CGRect to convert.
   - Parameter toLayerAt: The keypath used to find the layer.
   */
  public func convert(_ rect: CGRect, toLayerAt keypath: AnimationKeypath?) -> CGRect? {
    guard let animationLayer = animationLayer else { return nil }
    guard let keypath = keypath else {
      return viewLayer?.convert(rect, to: animationLayer)
    }
    guard let sublayer = animationLayer.layer(for: keypath) else {
        return nil
    }
    self.setNeedsLayout()
    self.layoutIfNeeded()
    self.forceDisplayUpdate()
    return animationLayer.convert(rect, to: sublayer)
  }
  
  /**
   Converts a CGPoint from the AnimationView's coordinate space into the
   coordinate space of the layer found at Keypath.
   
   If no layer is found, nil is returned
   
   - Parameter point: The CGPoint to convert.
   - Parameter toLayerAt: The keypath used to find the layer.
   */
  public func convert(_ point: CGPoint, toLayerAt keypath: AnimationKeypath?) -> CGPoint? {
    guard let animationLayer = animationLayer else { return nil }
    guard let keypath = keypath else {
      return viewLayer?.convert(point, to: animationLayer)
    }
    guard let sublayer = animationLayer.layer(for: keypath) else {
      return nil
    }
    self.setNeedsLayout()
    self.layoutIfNeeded()
    self.forceDisplayUpdate()
    return animationLayer.convert(point, to: sublayer)
  }
  
  // MARK: - Public (Markers)
  
  /**
   Markers are a way to describe a point in time by a key name.
   
   Markers are encoded into animation JSON. By using markers a designer can mark
   playback points for a developer to use without having to worry about keeping
   track of animation frames. If the animation file is updated, the developer
   does not need to update playback code.
   
   Returns the Progress Time for the marker named. Returns nil if no marker found.
   */
  public func progressTime(forMarker named: String) -> AnimationProgressTime? {
    guard let animation = animation else {
      return nil
    }
    return animation.progressTime(forMarker: named)
  }
  
  /**
   Markers are a way to describe a point in time by a key name.
   
   Markers are encoded into animation JSON. By using markers a designer can mark
   playback points for a developer to use without having to worry about keeping
   track of animation frames. If the animation file is updated, the developer
   does not need to update playback code.
   
   Returns the Frame Time for the marker named. Returns nil if no marker found.
   */
  public func frameTime(forMarker named: String) -> AnimationFrameTime? {
    guard let animation = animation else {
      return nil
    }
    return animation.frameTime(forMarker: named)
  }
  
  // MARK: - Public (Initializers)
  
  /// Initializes a LottieView with an animation.
  public init(animation: Animation?, imageProvider: AnimationImageProvider? = nil) {
    self.animation = animation
    self.imageProvider = imageProvider ?? BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    super.init(frame: .zero)
    commonInit()
    makeAnimationLayer()
    if let animation = animation {
      frame = animation.bounds
    }
  }
  
  public init() {
    self.animation = nil
    self.imageProvider = BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    super.init(frame: .zero)
    commonInit()
  }
  
  required init?(coder aDecoder: NSCoder) {
    self.imageProvider = BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    super.init(coder: aDecoder)
    commonInit()
  }
  
  deinit {
    NotificationCenter.default.removeObserver(self)
  }
  
  // MARK: - Public (UIView Overrides)
  
  public override var intrinsicContentSize: CGSize {
    if let animation = animation {
      return animation.bounds.size
    }
    return .zero
  }
  
  override func layoutAnimation() {
    guard let animation = animation, let animationLayer = animationLayer else { return }
    var position = animation.bounds.center
    let xform: CATransform3D
    var shouldForceUpdates: Bool = false
    switch contentMode {
    case .scaleToFill:
      position = bounds.center
      xform = CATransform3DMakeScale(bounds.size.width / animation.size.width,
                                     bounds.size.height / animation.size.height,
                                     1);
    case .scaleAspectFit:
      position = bounds.center
      let compAspect = animation.size.width / animation.size.height
      let viewAspect = bounds.size.width / bounds.size.height
      let dominantDimension = compAspect > viewAspect ? bounds.size.width : bounds.size.height
      let compDimension = compAspect > viewAspect ? animation.size.width : animation.size.height
      let scale = dominantDimension / compDimension
      xform = CATransform3DMakeScale(scale, scale, 1)
    case .scaleAspectFill:
      position = bounds.center
      let compAspect = animation.size.width / animation.size.height
      let viewAspect = bounds.size.width / bounds.size.height
      let dominantDimension = compAspect > viewAspect ? bounds.size.width : bounds.size.height
      let compDimension = compAspect < viewAspect ? animation.size.width : animation.size.height
      let scale = dominantDimension / compDimension
      xform = CATransform3DMakeScale(scale, scale, 1)
    case .redraw:
      shouldForceUpdates = true
      xform = CATransform3DIdentity
    case .center:
      position = bounds.center
      xform = CATransform3DIdentity
    case .top:
      position.x = bounds.center.x
      xform = CATransform3DIdentity
    case .bottom:
      position.x = bounds.center.x
      position.y = bounds.maxY - animation.bounds.midY
      xform = CATransform3DIdentity
    case .left:
      position.y = bounds.center.y
      xform = CATransform3DIdentity
    case .right:
      position.y = bounds.center.y
      position.x = bounds.maxX - animation.bounds.midX
      xform = CATransform3DIdentity
    case .topLeft:
      xform = CATransform3DIdentity
    case .topRight:
      position.x = bounds.maxX - animation.bounds.midX
      xform = CATransform3DIdentity
    case .bottomLeft:
      position.y = bounds.maxY - animation.bounds.midY
      xform = CATransform3DIdentity
    case .bottomRight:
      position.x = bounds.maxX - animation.bounds.midX
      position.y = bounds.maxY - animation.bounds.midY
      xform = CATransform3DIdentity
    }
    animationLayer.position = position
    animationLayer.transform = xform
    
    if shouldForceUpdates {
      animationLayer.forceDisplayUpdate()
    }
  }
  
  // MARK: - Private (Properties)
  
  
  var animationLayer: AnimationContainer? = nil
  
  fileprivate var animationContext: AnimationContext?
  static private let animationName: String = "Lottie"
  fileprivate var activeAnimationName: String = AnimationView.animationName
  fileprivate var animationID: Int = 0
  
  // MARK: - Private (Building Animation View)
  
  fileprivate func makeAnimationLayer() {
    
    /// Remove current animation if any
    removeCurrentAnimation()
    
    if let oldAnimation = self.animationLayer {
      oldAnimation.removeFromSuperlayer()
    }
    
    invalidateIntrinsicContentSize()
    
    guard let animation = animation else {
      return
    }
    
    let animationLayer = AnimationContainer(animation: animation, imageProvider: imageProvider)
    animationLayer.renderScale = self.screenScale
    viewLayer?.addSublayer(animationLayer)
    self.animationLayer = animationLayer
    reloadImages()
    animationLayer.setNeedsDisplay()
    setNeedsLayout()
    currentFrame = CGFloat(animation.startFrame)
  }
  
  func updateRasterizationState() {
    if isAnimationPlaying {
      animationLayer?.shouldRasterize = false
    } else {
      animationLayer?.shouldRasterize = shouldRasterizeWhenIdle
    }
  }
  
  // MARK: - Private (Animation Playback)
  
  /// Updates the animation frame. Does not affect any current animations
  func updateAnimationFrame(_ newFrame: CGFloat) {
    CATransaction.begin()
    CATransaction.setDisableActions(true)
    animationLayer?.currentFrame = newFrame
    CATransaction.commit()
    animationLayer?.forceDisplayUpdate()
  }
  
  @objc override func animationWillMoveToBackground() {
    if backgroundBehavior == .pauseAndRestore, let currentContext = animationContext {
      /// Ignore the delegate of the animation.
      currentContext.closure.ignoreDelegate = true
      removeCurrentAnimation()
      /// Keep the stale context around for when the app enters the foreground.
      self.animationContext = currentContext
    }  else if backgroundBehavior == .stop,
      let context = animationContext {
      removeCurrentAnimation()
      updateAnimationFrame(context.playFrom)
    }
  }
  
  @objc override func animationWillEnterForeground() {
    if backgroundBehavior == .pauseAndRestore {
      /// Restore animation from saved state
      updateInFlightAnimation()
    }
  }
  
  /// Stops the current in flight animation and freezes the animation in its current state.
  fileprivate func removeCurrentAnimation() {
    guard animationContext != nil else { return }
    let pauseFrame = realtimeAnimationFrame
    animationLayer?.removeAnimation(forKey: activeAnimationName)
    updateAnimationFrame(pauseFrame)
    self.animationContext = nil
  }
  
  /// Updates an in flight animation.
  fileprivate func updateInFlightAnimation() {
    guard let animationContext = animationContext else { return }
    
    /// Tell existing context to ignore its closure
    animationContext.closure.ignoreDelegate = true
    
    /// Make a new context, stealing the completion block from the previous.
    let newContext = AnimationContext(playFrom: animationContext.playFrom,
                                      playTo: animationContext.playTo,
                                      closure: animationContext.closure.completionBlock)
    
    /// Remove current animation, and freeze the current frame.
    let pauseFrame = realtimeAnimationFrame
    animationLayer?.removeAnimation(forKey: activeAnimationName)
    animationLayer?.currentFrame = pauseFrame
    
    addNewAnimationForContext(newContext)
  }
  
  /// Adds animation to animation layer and sets the delegate. If animation layer or animation are nil, exits.
  fileprivate func addNewAnimationForContext(_ animationContext: AnimationContext) {
    guard let animationlayer = animationLayer, let animation = animation else {
      return
    }
    
    self.animationContext = animationContext
    animationID = animationID + 1
    activeAnimationName = AnimationView.animationName + String(animationID)
    
    /// At this point there is no animation on animationLayer and its state is set.
    
    let framerate = animation.framerate
    
    let playFrom = animationContext.playFrom.clamp(animation.startFrame, animation.endFrame)
    let playTo = animationContext.playTo.clamp(animation.startFrame, animation.endFrame)
    
    let duration = ((max(playFrom, playTo) - min(playFrom, playTo)) / CGFloat(framerate))
    
    let playingForward: Bool =
      ((animationSpeed > 0 && playFrom < playTo) ||
        (animationSpeed < 0 && playTo < playFrom))
    
    var startFrame = currentFrame.clamp(min(playFrom, playTo), max(playFrom, playTo))
    if startFrame == playTo {
      startFrame = playFrom
    }
    
    let timeOffset: TimeInterval = playingForward ?
      Double(startFrame - min(playFrom, playTo)) / framerate :
      Double(max(playFrom, playTo) - startFrame) / framerate
    
    let layerAnimation = CABasicAnimation(keyPath: "currentFrame")
    layerAnimation.fromValue = playFrom
    layerAnimation.toValue = playTo
    layerAnimation.speed = Float(animationSpeed)
    layerAnimation.duration = TimeInterval(duration)
    layerAnimation.fillMode = kCAFillModeBoth
    
    layerAnimation.repeatCount = loopMode == .playOnce ? 1 : HUGE
    layerAnimation.autoreverses = loopMode == .autoReverse ? true : false
    layerAnimation.isRemovedOnCompletion = false
    if timeOffset != 0 {
      let currentLayerTime = viewLayer?.convertTime(CACurrentMediaTime(), from: nil) ?? 0
      layerAnimation.beginTime = currentLayerTime - (timeOffset * 1 / Double(animationSpeed))
    }
    layerAnimation.delegate = animationContext.closure
    animationContext.closure.animationLayer = animationlayer
    animationContext.closure.animationKey = activeAnimationName
    
    animationlayer.add(layerAnimation, forKey: activeAnimationName)
    updateRasterizationState()
  }
  
}
